public void Draw(SpriteBatch sb, GFXHandler gh) { if (zones[curZoneID] != null) { zones[curZoneID].Draw(sb); } if (drawMinimap) { minimap.Draw(sb, gh); } }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); //Afterhour LoadContent this.resources = new Resources(Content); this.stateHandler = new StateHandler(this.resources, State.MENU); this.gfxHandler = new GFXHandler(); // }
public void Draw(SpriteBatch sb, GFXHandler gh) { scaledMovePos = new Vector2(this.pos.X - MinimapCam.bounds.X, this.pos.Y - MinimapCam.bounds.Y); minimapMask.Draw(gh.graphicsDeviceManager, sb, this.pos, this.scaledMovePos); sb.Draw(this.minimapBorder, this.pos, Color.White); for (int i = 0; i < this.enemies.Count(); i++) { sb.Draw(this.icon_EnemyTex, this.enemyMinimapPositions[i], Color.White); } sb.Draw(icon_PlayerTex, scaledPlayerPos, Color.White); //sb.Draw(this.frameOutlineTex, new Rectangle((int)pos.X, (int)pos.Y, frameOutlineTex.Width, frameOutlineTex.Height), Color.White); //Draws the minimap outline }
} //This is the inherited method from the State class public void Draw(SpriteBatch sb, GFXHandler gh) //This is the one that is used { this.gameWorld.Draw(sb, gh); if (isInventoryOpen) { this.inventory.Draw(sb); } if (wasFading) { sb.Draw(fadeTex, new Rectangle(0, 0, (int)Window.resolution.X, (int)Window.resolution.X), Color.White * (float)(fadeTimer / fadeTimer_max)); } }
public override void Draw(SpriteBatch sb, GFXHandler gh, GameTime gameTime) { if (gameHandler.curSceneID == Scene.ID_OVERWORLD) { this.worldScene.Draw(sb, gh); } else if (gameHandler.curSceneID == Scene.ID_BATTLE) { this.battleScene.Draw(sb); } //sb.Draw(this.mousePointerTex, new Rectangle(Mouse.GetState().Position.X, Mouse.GetState().Position.Y, this.mousePointerTex.Width, this.mousePointerTex.Height), Color.White); mousePointer.Draw(sb, new Vector2(Mouse.GetState().Position.X, Mouse.GetState().Position.Y)); }
public override void Draw(SpriteBatch sb, GFXHandler gh, GameTime gameTime) { sb.Draw(this.backgroundTex, new Rectangle(0, 0, backgroundTex.Width, backgroundTex.Height), backgroundSourceRect, Color.White); switch (curScreen) { case "main": DrawMainOptions(sb, gameTime); break; case "creation": DrawCreationScreen(sb, gameTime); break; case "continue": DrawContinueScreen(sb, gameTime); break; } sb.Draw(this.mousePointerTex, new Rectangle(this.mouseState.Position.X, this.mouseState.Position.Y, this.mousePointerTex.Width, this.mousePointerTex.Height), Color.White); }
public abstract void Draw(SpriteBatch sb, GFXHandler gh, GameTime gameTime);
private void Awake() { instance = this; }